package FCRendering;


//战斗指令
public class FCRBattleOrderConstant {
    /**
     *  玩家选择的菜单选项,比如攻击是徒手呢还是拿武器呢
     *  1 是人类徒手， 2是人类手中武器
     *  3 是坦克主炮 4 是坦克主炮+特俗炮弹
     *  5 是坦克副炮  6 是SE
     *  7 是投掷
     */
    public static final int BattleSelectMenuTushou = 1;//徒手攻击，无坦克时
    public static final int BattleSelectMenuArmGun = 2;//手中的武器攻击，无坦克时
    public static final int BattleSelectMenuTankMainGun = 3;//
    public static final int BattleSelectMenuTankMainGunP = 4;//
    public static final int BattleSelectMenuTankFuGun = 5;//
    public static final int BattleSelectMenuTankSE = 6;//
    public static final int BattleSelectMenuThowItem = 7;//

    public static final int Order_Attack = 101;//攻击

    public static final int Order_Defense = 102;//防御

    public static final int Order_Protect = 103;//保护

    public static final int Order_Run = 104;//逃跑

    public static final int Order_USEITEM = 105;//使用道具


    public static final int Order_JOIN_IN = 201;//npc加入战斗
    public static final int Order_JOIN_OUT = 203;//退出战斗


    public static final String S_Defense = "sDefense";//额外增加的维持的防御 持续回合
    public static final String S_Gas = "gas";//毒气
    public static final String S_Fire = "fire";//火
    public static final String S_Frozen = "frozen";//冷气
    public static final String S_Acid = "acid";//酸
    public static final String S_Paralysis = "paralysis";//麻痹
    public static final String S_Sleep = "sleep";//睡眠
    public static final String S_Confusion = "confusion";//混乱，一般是一回合
    public static final String S_Fog = "fog";//烟雾，会造成命中率降低特性
    public static final String S_Cement = "cement";//水泥
    public static final String S_AddBlood = "addBlood";//持续每回合加血
    public static final String S_AddSpeed = "addSpeed";//增加速度
    public static final String S_AddAttack = "addAttack";//增加攻击力
    public static final String S_AddCrit = "addCrit";// x100
    public static final String S_AddHitRate = "addHitRate";//增加命中率,
    public static final String S_AddDodgeRate = "addDodgeRate";//增加闪避率,闪避率好像没必要
}
